I learned that going to a map without water will keep you from crashing to PAC.

I think because of all the reflections the source engine has to handle, and there are a few objects that possibly the source engine wouldn't know about, Gmod crashes. Maybe if I turn off water reflections to all objects and only to world, I could use PAC in a watery map.

So, use PAC in gm_flatgrass or something if you're crashing guy, until that issue of crashing has been fixed.. Also, I'm going to eventually change my water reflection settings to Reflect World and see if it's safe to use in a watered map after that. Gonna edit this post for updates on that.

Someone, PM Garry to add a lua function that allows to set reflection on/off on entities.

-added a simple ban system that'd let you ban players from using pac
-made it so looped particles won't stack and cause lag in loop mode
-fixed parenting not always working
-fixed modelbones stopping to work after you click on a part icon or press reset.

Man, I was late to the party. A bit time-consuming to work with, but what do you expect when you can do as much as people are doing with it?

I would suggest having the object spawn menu directly in the editor, swapping between the two adds a bit of time. Also, dragging parts into the part toolbar on the top with the spawn menu on the editor would be awesome.

Sir, I may be not be mentally defunct but I have no fucking clue what that means.

Wikipedia posted:

Gimbal lock is the loss of one degree of freedom that occurs when the axes of two of the three gimbals are driven into the same place and cannot compensate for rotations around one axis in three dimensional space.

I know this sounds silly, but is there a way to, say, choose which bodypart to move when X animation is selected?

Here is an example to make it clearer:

I take out my pistol / magnum 357, I have this 2 handed animation, I change it with PAC to make it to my liking

If I take out, say, an SMG, which changes my animation, the placement of the bones that was used for the pistol will look all messed up because the animation is different, but kept the same offsets regardless of the animation.

So that's my request, is there a way to make PAC use "these bone offsets" for "that smg animation" or "this pistol animation" the playermodel has?

There should be an additional bone for the selection of the player's hull, or something of that nature. Maybe some checkboxes to lock angles to a given spot?
Also, I remember you could T-Pose through the game instead of just the preview window, this had a similar effect to what I stated above

I've always wanted to turn myself into a car, but the walking animation pretty much breaks it.